Spellsyphon (5e Equipment)

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Spellsyphon[edit]

90,000 - 200,000 GP

Vehicle, Legendary (Some abilities require attunement by a creature with one or more spell slots)

Spellsyphon - May be attuned by a creature with spell slots.

This small ship looks much like a sailing ship with arcane engines instead of sails. While a creature is attuned to the helm, the ship itself creates a pocket of breathable air that extends 20 feet out from the vessel in all directions and travels with it, as well as gravity oriented to the decks.

Vehicle Stat Block
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 0 0 0
Creature Capacity

7 Crew, 20 passengers

Cargo Capacity

1 ton of goods

Damage Immunities

poison, psychic, necrotic

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull (1, 15,000 GP)[edit]

Gargantuan vehicle (50 ft. by 20 ft.) Armor Class 15

Hit Points 250

Damage Threshold 15 (each instance of 15 damage or less is negated, all others deal damage as normal)

Spellsyphon Helm (1, 50,000 GP)[edit]

Armor Class 16

Hit Points 50, three-quarters cover if the hull has at least half its total hit points (otherwise no cover).

Use an action to use one movement ability of the syphon engine, spending both the movement and reaction of the vessel. If a creature is attuned to the vessel, another creature may only use the helm if the attuned creature allows it, is unconscious, or is otherwise incapacitated. A creature that is attuned to the spellsyphon can use the helm from anywhere on the ship. If the helm is destroyed, the vessel can’t turn or change speed.

Active Shield

As a reaction, spend a spell slot to power the shields, granting a +5 AC to the vessel and it's components for a number of rounds equal to the level of spell slot spent.

Syphon Engines (1 - 2, 25,000 GP/ea)[edit]

Armor Class 18

Hit Points 100, full cover if the hull has at least half its total hit points (otherwise no cover).

Spell Syphon

As an action, fuel the syphon engine by touching it and expending a spell slot of any level. The engine’s syphon level is equal to the spell slot spent, and lasts one hour per level of spell slot or until another spell slot is syphoned into the engine, replacing the current one and renewing the duration appropriate for the new spell slot. When a syphoned spell slot runs out, that engine returns to standby, granting only base speed. If all engines are destroyed, the vessel immediately crashes.

Tactical Speed (air/space)

Speed of up to 10 ft. per engine + 10 ft. per engine syphon level with up to one 90 degree turn per round.

Tactical Speed (water)

Speed of up to 10 ft. per engine + 5 ft. per engine syphon level with up to one 90 degree turn per round.

Cruising Speed (air/space)

Speed of up to 10 mph per engine, up to one 45 degree turn per minute.

Plane shift (space)

Spend a total of 7 or more spell levels using one or two spell slots. Transport the vessel as the spell plane shift, but the whole ship and its contents are transported instead of you and up to eight willing creatures. You must be in space to use plane shift, and you must travel to the space near another plane. You can instead transport to or from a teleportation circle if the circles are specially created big enough for the ship.

Arcane Cannons (0 - 6, 10,000 GP/ea)[edit]

Armor Class 15

Hit Points 75 each, half cover if the hull has at least half its total hit points (otherwise no cover).

Ranged Spell Attack

Range 250/1,000 ft., one target.

You may power an arcane cannon as you would an engine, with each cannon having it's own syphon level equal to the level of spell slot used. Hit: 1d6 per engine + d6 per syphon level force damage.

Shield Projector (0 - 1, 25,000 GP)[edit]

Armor Class 20

Hit Points 100, full cover if the hull has at least half its total hit points (otherwise half cover).

The shield projector grants a maximum number of Temporary Hit Points to the Hull of the vessel up to ten times the current total syphon level of all powered components. If the syphon level decreases, the maximum number of Temporary Hit Points decreases as well. Each time a spell slot is syphoned into the shield projector or another component, the Temporary Hit Points increase by ten times the level of spell slot syphoned (they are not replaced as usual).

If another source would grant temporary Hit Points to the hull of the spell syphon, the creature that is attuned to the helm may choose which source to keep the temporary Hit Points from. If no creature is attuned to the ship, the caster chooses.

As long as the hull has temporary Hit Points, The shield projector grants a +2 bonus to the AC of the hull and each other attached module.


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